Patch Notes

Version 0.37.0-PB - Echoes of the Ascended Campaign

Echoes of the Ascended Campaign Preview

  • Added Echoes of the Ascended campaign. There is no time limit to this campaign. Complete at your own leisure or switch back to an older campaign.
  • Added new skins to the vendor store.

Version 0.36.1-PB - Notification Fixes

  • Fixed push notifications for all platforms.

Version 0.36.0-PB - Ascension Levels

Ascension Levels

Ascension levels allow you to push your skills beyond the maximum level cap of 100, offering an opportunity to gain minor boosts for each specific skill.

  • For every **1,000,000 **experience points earned beyond level 100, the character gains one Ascension Level. The maximum Ascension Level is 500.
  • Characters can activate temporary passive perks that can increase skill efficiency, experience, and magic find for the related skill.
  • More perks are unlocked as you increase your ascension level.
  • To activate a perk, you'll need Ascension Points.
  • Each character can hold a maximum of 8 or 10 Ascension Points at a time depending on the characters membership status. This limit is fixed and cannot be increased.
  • Only a maximum of 5 perks can be activated at a time. This limit is also fixed and cannot be increased.
  • Ascension points replenish over time. An Ascension Point is given every 8 hours for characters with membership, and 12 hours without.
  • Ascension Points are shared across all skills. For example, using a point on Woodcutting reduces the total points available for other skills like Fishing or Mining.
  • You can activate multiple perks simultaneously for a significant, short-lived boost. While this strategy can offer a lot of power, it comes with a cost - waiting for the regeneration of ascension points before activating perks again.

Ascension levels are only applicable to the following skills: Woodcutting, Mining, Fishing, Alchemy, Smelting, Cooking, Forge, Hunting Mastery, and Combat. We are open to adding ascension levels to more skills in the future.

Mythic Pet Egg Rate Increases

We’ve increased the mythic egg drop rates by 300%. We know the original rates were too low, especially considering how rare these drops have been since their release. On top of that, obtaining mythic items already comes with a steep challenge, as it requires a high combat level.

We’re taking a thoughtful approach to these changes, particularly because, as the game progresses, more players will reach the combat levels needed to take on the world bosses that hold mythic eggs. This wasn’t the case during the earlier stages of the game, so we want to ensure the system scales appropriately.

With this increase, along with the magic find bonuses now available throughout the game, we’re hoping to see more mythic eggs entering circulation at a healthy rate. It's entirely possible that this change will make little difference, but rest assured we’ll continue to tweak the rates until they feel just right. We will continue to monitor the situation over the coming months.

Other

  • Added "EXP/s" to primary skills.
  • Removed "Throw snowball" button on players profiles
  • Wiki - Leaderboard Improvements (GitHub contribution by @Erol314)
  • Wiki - Pet Mastery typo fix (GitHub contribution by @Erol314)
  • Wiki - Improved ordering of classes (GitHub contribution by @MikeVerhees)
  • Fixed a bug that allowed players to enter a quantity of "0" when adding an item to a trade.

Please note

This update includes changes tied to our overall approach to balancing the game. If you'd like the full details, you can check them out here. In short, when we introduce new features, we tend to start cautiously. This means we might keep things on the conservative side at first, but it allows us to gather data and make more informed adjustments over time. While it might not be the most exciting approach, it helps us ensure the game stays balanced and enjoyable in the long-run.


Version 0.35.2-PB - Seasonal Leaderboard Changes

We recognize that the current mark reward system for top guilds at the end of a season is not ideal, as it creates an unbalanced start to a new season. Guilds at the top of the leaderboards are more likely to stay on top due to the mark rewards, making it unfair for newer or rising guilds to compete.

To address this, we are making an adjustment.

Starting from season 2, all top 25 guilds will receive a fixed reward of 20 marks for their participation. Rewards in season 1 will be unaffected.

We are also exploring alternative ways to reward top guilds without creating the imbalance caused by distributing marks as described above.


Version 0.35.1-PB - Bug Fixes

We’ve fixed an issue with Wyrmshadow that popped up in Version 0.34.0-PB. The drop rate for the Wyrmshadow egg was reset to the fallback value we used during closed testing (before the game was released). Those rates are set as a backup in case something goes wrong during a data migration - which is exactly what happened here. Thankfully, this bug only affected the Wyrmshadow egg, and no other items were impacted.

On that note, we recognize that the drop rates for both mythic pets have been unusually low, as shown by how rare they’ve been over the past year. We’re planning to increase these drop rates soon.


Version 0.35.0-PB - All Skins Available In Vendor

We’ve been reflecting on our vendor store and realized we’re not huge fans of the fear-of-missing-out vibe it creates with its temporary skins. While it kind of makes sense for seasonal content (like a Santa skin), we felt it was too punishing for those who don't play during the time it's available. It's also us a little sad knowing some players might miss out on some of the amazing art our talented artist has worked so hard to create.

With that in mind, we’re moving to a new approach. From now on, all vendor skins will be available. Instead of rotating skins in and out over time, we’ll transition to a system where skins are featured in sales.

This way, every vendor skin will always be obtainable if you want it, but you can also hold out for a sale if you’re looking for a better deal. We also understand the importance of ultra-exclusive skins and are open to introducing special gameplay-acquired skins in the future.

We'll be working on the vendor UI in the future to make it easier to navigate as we slowly introduce more skins to the vendor over time.

(To clarify, this update only applies to vendor skins, not skins acquired from campaigns.)

Also just a heads-up: these sales are separate from the occasional price adjustments we make to vendor items based on the market. Any skins on sale will be clearly marked with a "sale" tag, so they’ll be easy to spot.


Version 0.34.2-PB - Bug Fix

  • Fixed an issue where “skills” EXP effects were incorrectly applied to raids, causing twice as much EXP to be granted when both skill and combat effects were active.

Version 0.34.0-PB - Seasonal Community Goal

Seasonal Community Goal

  • In every seasonal campaign, there’s a community goal. Players must work together to hit a target by contributing campaign points. When the goal is reached, everyone is eligible for boost. The boost last for the remainder of the campaign. Once the campaign wraps up, the boost expire.

  • For a character to receive a boost, they must contribute at least once to the community goal. Contributions only unlock the boost for the currently active tier and do not automatically apply to any future boosts if the community goal changes. As a result, if the goal changes, players will need to contribute again to access the new boost.

  • For example, if the community goal reaches tier 1 and you haven’t yet received any boost, you’ll need to contribute at least one point to unlock the tier 1 boost. Later, if the community goal advances to tier 2, you’ll need to contribute again to receive the tier 2 boost. If you don’t, your character will retain the tier 1 boost until it expires.

  • Unlike boosts provided by the shrine, the boosts from the community goal are not stackable on each other. Any new boost from the community goal will replace the previous one, rather than adding to it.

Basically, this is similar to the shrine except for a few differences:

  • It's only available during seasonal campaigns.
  • You must contribute campaign points, not gold.
  • The effects last for the entirety of the campaign.
  • The effect's don't stack upon each other. Meaning T2 effects will overwrite T1 effects.
  • To update or apply the effects on your character, you must donate at least one point.

To get started, simply head to the campaign page.

Since this is a new feature, our current target estimates are based on rough projections. To avoid making the targets too easy to achieve due to underestimating them, we have intentionally set them high - especially for the later tiers. This approach allows us to gather data and make more informed adjustments for future seasonal campaigns. It’s worth noting that reaching the 10th tier may not be achievable, and this is by design. It's probably best to just think of this phase as a trial to fine-tune the system for later campaigns.

More Changes

  • Added a “Global Power Hunting” setting, which allows enemies during a power hunt to appear on all pages, not just the battle page. You can enable this feature by navigating to Settings -> Character.
  • Added level to the equipped pet on the character page.
  • Added coloured quality backgrounds to battle loot.
  • We have reduced the threshold for chances of loot shown from "<1%" to "<0.1%".
  • Reduced the size of the pet on the profile page.
  • Fixed a type when trying to throw too many snowballs to the same character.